COMPETITION: Design an Epic Monster

Hey all!

Okay here are the competition details:

Rules:

ALL Designed Monsters must use D&D 3.5 rules.

NO versions of Product Identity of other companies, no Godzilla, no Cthulhu, no Lady of Pain, no Galactus etc. At least it certainly shouldn't be obviously derived from well known sources, thats not to say you can't be inspired by such monsters.

NO Advanced versions of existing monsters (100 HD Tarrasque), only original monsters if you please.

MINIMUM Challenge Rating of 21 for individual monsters (though if you cannot be sure about the Challenge Rating don't worry - just eyeball it), though if you have seen my Epic Bestiary, certain monsters like Elementals or Golems have monsters of multiple sizes within the same entry so as long as one part of the monster entry is epic (CR 21+) I'll accept it.

ENTER as many times as you want, each entry will be judged on its own merits.

CLOSING date April 30th 2008 (I can remember that as its my birthday). That means you have 96 remaining days.

POST your entries here, in this thread at the Eternity Publishing Forums on ENWorld. Yes, I mean here.

Guidelines:

There are a number of monster design guidelines in my Epic Bestiary, but you don't need to adhere to them...though it certainly wouldn't hurt if you did.

There is no Hit Dice limit...but I don't really want to see anything over 999 Hit Dice unless the monster idea really, REALLY deserves it.

Don't fret if you can't work out the Challenge Rating.

You don't need to add Tactics or Adventure Ideas...but they are a neat touch.

This is not an art contest, but if you want to illustrate your monster then that would be cool, but you won't get extra marks for it.

Prizes:

The top 3 entries chosen (either by me or possibly by an eventual online poll - I haven't decided which yet), will end up in a future Immortals Handbook product. The designer of each winning entry will get full credit for the monster, a free copy of the pdf. a free copy of the print version (eventually) and the original art for the monster (as illustrated by me).

At this point I am not sure what to do with all the non-winning entries, though it might be cool to put them in a free pdf, or maybe a relatively inexpensive pdf if we can get someone to illustrate them (at this juncture I don't know how many entries we will get so this is still up in the air somewhat) Regardless I won't do anything with the entry without the designers permission.

Swimming through the murky depths of the Abysm Sea, is a fiendish being of Colossal size. It appears as a massive ixitxachital-like creature. Itís covered in black scales and has 5 pairs of Abyssal green eyes, which dot its wide head. Behind it, swings a long spiky tail. The creature is the Sea Mother.

One of Demogorgonís many foul creations, the Sea Mother swims through the Abysm Sea seeking out unsuspecting creatures to swallow. The Sea Mother, is a terrible fiend in service to Belcheresk, but ultimately swears allegiance to Demogorgon. She is almost always accompanied by many fiendish ixitxachital clerics of Demogorgon, which serve and protect her from any who seek to hunt her down. After years of being surrounded by fiendish ixitxachital clerics of Demogorgon, the Sea Mother has become wise and is capable of learning clerical spells, even though she isnít a cleric. From the fallen paladins (now death knights) which dot the layer, she has learned to smite good. The Sea Mother is yet another powerful being in service to the Prince of Demons.

The Sea Mother is 70 feet long, from her head to the tip of her tail, and weighs over 60 tons.

Combat: Against underwater foes makes good use of its breath weapon. While charging its breath weapon, it attacks with its bite and spiky tail. For foes who, try to escape the watery domain of the Sea Mother, she will take flight raining down the foul waters of Abysm upon them. If encountered amid a group of Ixitxachital Clerics of Demogorgon, she will immediately use mass owlís wisdom to boost the power of their clerical spells. Against good creatures, she always smites them any chance she gets.

Abysm Rain (Ex): As soon as the Sea Mother leaves the sea and takes flight, she excessively drips with the acidic waters of the Abysm sea. Anyone under her path of flight, takes 10d8 points of acidic and unholy water damage (ignores acid resistances and immunities). Reflex save DC 48 halves Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d10 points of acidic and unholy water damage and take a Ė4 penalty on their saving throw. The DC is Con-based

Breath Weapon (Su): The Sea Mother can spew forth a raging wave of foul Abysm water in a 100 ft. cone. Those in range take 18d8 points of acidic and unholy water damage (ignores acid resistances and immunities). Reflex save DC 48 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 23d10 points of acidic and unholy water damage and take a Ė4 penalty on their saving throw. Those who fail their saves are also knocked prone for 3 rounds. She can only use this ability every 1d6 rounds. The DC is Con-based

Constrict (Ex): When constricting with her tail, she deals 8d6 + 24 points of damage. Creatures must now succeed on 2 Fortitude saves DC 48 (Con-based) and 52 (Str-based) respectively. One for the rotting effect of the tail and the other to prevent from being knocked prone for 2d6 rounds after she releases her hold.

Improved Grab (Ex): When the Sea Mother attacks with her tail she can attempt a grapple check. If successful she establishes a hold and can constrict.
When the Sea Mother attacks with her bite she can attempt a grapple check. If successful she establishes a hold and can swallow whole.

Rot (Su): Any creature bitten and tail slapped by the Sea Mother must succeed a Fort save DC 48 or its flesh begins to rot. It immediately takes 1d8 points of Con damage plus 1 Con damage every hour until the creature dies or a remove disease spell of at least 30th level is cast. The spell only stops further damage. The Con damage can be healed normally through a restoration spell, but only after the rotting effect is taking care of.

Smite Good (Su): 10/day, the Sea Mother can smite good. She adds her Cha bonus to attack rolls and adds her level (47) to the damage.

Swallow Whole (Ex): The Sea Mother can swallow a grabbed foe up to Huge size or smaller.
A swallowed creature takes 10d6 points of bludgeoning damage and 40 points of acid and unholy water damage (ignores acid resistances and immunities) per round from her stomach. The creature can cut its way out, using piercing or slashing weapons, by dealing 120 points of damage to the stomach (AC 30). Once the creature exits, a muscular action closes the hole; another swallowed creature must cut its own way out.
The Sea Mother's stomach can hold up to 4 Huge, 16 Large, 64 Medium, 256 Small, or 1024 Tiny or smaller creatures.

Before you stands a handsome Hindu man standing 10 ft. tall. His eyes glow like a pair of shiny topazes. He is muscular, with bronze skin. His hair is black and wavy. The armor he wears is golden. It has an elaborate design, and is encrusted with many topaz gems. A shimmering golden cape flows freely behind him. His hand has pointy, pearly-white nails that are hard and as sharp as a diamond. In his hand he holds his massive golden mace which cackles furiously with electricity.

These are the spawn of the chaotic Rudra. He and his consort, Riti, plotted to overthrow Indra. Once impregnated, she remained pregnant for 100 years. When the time came to give birth, Indra was there to prevent this abomination from being born. He hurled a thunderbolt at Ritiís womb and shattered it. This action caused the fetus to be splintered into many pieces. This gave birth to the destructive Maruts, or storm gods. Just then, the Maruts grew to full size within in seconds and attacked Indra. Indra managed to defeat them. Rudra knew Indra would have his head for this betrayal, so he offered them to Indra as attendants and bodyguards. Indra accepted and took the strongest of them and left the rest with Rudra.

Maruts are known to use their amazing strength and size to crush mountains. They are always chaotic and love to destroy things. They are the bringers of wind, the fellers of trees, and the crushers of mountains. Maruts are usually found mostly in Limbo, standing guard at the gates of Indraís palace, Swarga. They stand 10ft. tall and weigh 700 pounds.

Combat: Maruts charge into battle with their massive maces raised high. They get in close and pummel their foes to death, using either their maces or fists. If the battle is not in their favor, then theyíll take flight and make good use of their spell-like abilities.

Marutís Cry (Ex):Maruts can let loose a disastrous yell which sounds like 100 claps of thunder. It deals 20d6 sonic damage in a 90ft cone. Reflex save DC 31 halves damage. You must then succeed on a Fortitude save DC 31 or be deafened for 5 rounds. the Marut can use this ability once every 1d4 rounds. The DC's are Con-based.

Master of the Mace (Ex): A Marut is especially skilled with using maces and other bludgeoning weapons. It gains Weapon Focus, Weapon Specialization, and Greater Weapon Focus, Greater Weapon Specialization with any mace or bludgeoning type weapon that it wields.

Mountain Crusher (Ex): A marut is so strong it can produce mountain crushing blows.
While using this ability, the marut gains the following:
∑ + 10 bonus to strength
∑ any bludgeoning weapon it wields has triple the threat range. In this case, the marut's threat range is 16-20.
∑ successful criticals deal damage as if it was improved by one step. Example: x2-x3
This effect lasts for 10 rounds. Afterwards, it cannot be used for another
1d8 rounds.

Stun (Ex): Every time the Marut successfully attacks with its mace or mighty fists, the targeted creature must succeed a Fort save DC 32 or be stunned for 1d6 rounds. The DC is Str-based.

Marut's Mace: Appears as a massive, elaborately designed, golden mace which cackles furiously with electricity. It functions as a +5 lightning blast, sonic blast, Huge heavy mace . Once per round, as a standard action, the Marut can let loose a 100 ft. divine bolt of lightning dealing 10d10 points of damage. Ref save DC 30 halves. The bolt is infused with divine energy. It ignores any electricity resistances or immunities a creature may have. DC is Cha-based.

You see a collection of black flames in front of you. Upon closer inspection you see a fallen solar angel with four wings within those black flames. Its skin is blacker than obsidian and it has muscular body. Two massive horns adorns its head, while a flaming halo floats just above them. Its eyes glow red. Upon even closer inspection you see that it has fangs and its body glows a faint golden aura. It wears a read kilt, and is carrying a massive golden blade, the shape of fire. This is but one of the Sundered Suns.

(flavor coming soon as I can think of something)

Combat: Awar is no coward. Heíll go into battle and focus his attacks on every divine spell caster, until they are dead. He usually attacks with Golden Blaze, but if he is overwhelmed heíll make good use of his spell-like abilities. When using his spell-like abilities, he mostly uses the ones that cause harm, rather than the ones that boost his stats.

Body of Hellfire (Ex): Those within 30 ft. of Awar take 3d6 points of Hellfire damage per round. Those grappling with him take 10d6 points of Hellfire damage.

Dark Fire (Su): Half of all fire damage dealt by Awar, is infused with his evil essence and ignore resistance or immunity.

Magic Circle Against Good (Su): A Magic Circle Against Good always surrounds Awar (60th level caster). Bonuses are not included in the stats block.

Regeneration: Only epic good-aligned weapons and spells, with the good descriptor, can overcome Awarís regeneration.

Super Nova of Awar (Su): When Awar dies, he explodes and incinerates anything within a 100 ft. radius with black and golden flames. The first wave takes the form of black flames and deals 15d6 points of Hellfire damage. The second wave takes the form of golden fire and deals 20d6 points of fire damage. The black flames ignore fire immunity and resistance, while the golden fire is just regular fire. Those caught within the blast radius can make Reflex save DC ( 48 ) for half damage.

Possessions: Awar only possesses Golden Blaze. It is a +7 Large axiomatic, keen, hellfire blasting, greatsword. This sword appears as a golden sword fashioned into the shape of fire. It mysteriously bleeds red blood, and is wrapped in black flames.

You see a pleasantly plump man with a curly white beard, moustache and hair. He barely stands 5 Ĺ feet tall. He is dressed in white sultanís clothing and has a tan. Upon closer inspection, however, you realize it isnít a tan at all. In fact it is metallic brass in color. His eyes are red, while his irises are golden. A brass crown, encrusted with many rubies, sits atop his head. On his left pinky, rest a simple brass ring. Clutched in his right is a brass falchion, dotted with rubies along the back of the blade. This is The Sultan of Brass City.

Solomon was a real-life sultan. He conquered many lands, killing many, and spanning his empire across the Mortal Coil. One day, his reign of terror came to an abrupt halt.

He met up against, a now forgotten, army, which specialized in fire. Solomon had never seen humans control fire so gracefully. They disintegrated his men before his very eyes. Solomon ran into hiding as his vast empire crumbled around him. He slowly gained an attraction to fire, as it was powerful and could destroy anything. He saw fire as a way of gaining his empire back with ease.

Solomon swore to gain his empire back. Only this time it would be undefeatable. To do this he enlisted the help of fire elementals, by way of a summon spell. He saw their control over fire much greater than a human could have. Using his new found army of elementals, he quickly took vengeance against the army that defeated him long ago. His empire quickly grew once again. But there was one thing that Solomon overlooked. The fire elementals were not under his full control. They already had leaders, the Fire Archomentals, Imix and Zamaan-Rul. Slowly, the fire elementals returned home to serve their masters, and Solomonís empire crumbled once more, as he had no army, and therefore no power.

Solomon had to find a powerful race, that had control over fire, to call his own. Thatís when he set his eyes on the Efreeti. He knew he couldnít just rush into the Elemental Plane of Fire and take over. Instead he spent many years creating way to control of them through magic. After ten years he created the Ring of Solomon. Using this artifact, he had the power to force many Efreeti to bow before his feet. Only strong willed Efreeti stood against Solomon.

They met on the battlefield, where the Brass City sits to this day, and fought. The opposing Efreeti received help from unlikely allies, the Djinni. The Djinni helped out only because they saw Solomon as a greater threat in the near future. The combined forces of Efreeti and Djinni, however, could not stop Solomon. Solomonís army, though filled with the weakest of Efreeti, greatly outnumbered them. It wasnít even a day before the opposing Efreeti and Djinni were wiped out. The Djinni retreated back to their homeworld and began building up their defenses. The surviving Efreeti were forced to swear allegiance to Solomon. This however was not enough for Solomon. He wanted more. He forced the Efreeti to give up all their treasure. Solomon was disappointed with what he received. He received piles upon piles on brass jewelry, weaponry, and coins.

Just then, he had an idea. Instead of returning to the Mortal Coil, he would make his home here. He forced the Efreeti to melt their prized brass treasure and create the Brass City. It was at this point he abandoned his name, and replaced it with a title, The Sultan of Brass City.

Years later, as the opposing Efreeti were eventually killed, the Efreeti grew to like The Sultan, not knowing of what he did long ago. Only few know what happened so long ago, but dare not to speak of it out loud.

The Sultan stands 5 Ĺ ft. tall and weighs 250 pounds.

Combat: The Sultan loves to sit on his throne while his Efreeti do all the work. Heíll occasionally use his spell-like abilities to even the battlefield. He also keeps his Aura of the Sultan active to give his fiery minions a better chance of surviving the encounter. The Sultan is no slouch, when forced into melee combat. He can overwhelm even the greatest of fighters in melee combat, using his Brass Blade.

Aura of the Sultan (Su): The Sultan radiates a brilliant brass aura. This aura has a range of 300 ft. and various effects.
Any Efreeti or fire type creature (that serve The Sultan) in this aura gains the following bonuses for as long as they stay within range.
- Fast Healing equal to double their Con modifiers. If they already have fast healing, use which ever is higher.
- SR equal to 15 + CR.
- Any spell-like abilities, with the fire descriptor, cast by the efreeti is empowered.
*Any non-efreeti takes 5d6 points of fire damage per round. Reflex save DC 63 halves damage. The DC is Cha-based.

Brass Skin: The Sultanís skin has magically turned brass over the years he has stayed in the Brass City. He gains the following traits.
- DR 15/-
- Immunity to fire
- Burning Brass Skin (see below)
- SR equal to 20 + CR

Burning Brass Skin (Ex): The Sultanís skin is superheated and deals 3d6 points of damage if he touches a creature. Grappled creatures take 10d6 points of fire damage per round. Any flammable material catches on fire. He may choose whether his skin burns or not.

Burning Gaze (Su): The Sultanís gaze is destructive. Anyone who meets The Sultanís gaze, is also met by an intense wave of heat that deals 10d6 points of fire damage. Reflex save DC 63 halves damage. The targeted creature must also succeed of Fortitude save DC 63 or catch on fire, as their skin bursts into flames. If unsuccessful, the targeted creature takes 2d6 points of Con damage for 3 rounds. If targeted creatureís Con score reaches 0, they disintegrate into brass ashes. Those who die this way cannot be raised unless there is at least a handful of ashes left and the raiser uses a miracle or wish spell. The DC is Cha-based.

*The Sultan can choose whether the targeted creature is affected or not.

Summon Fire Creatures (Sp): 3/day The Sultan can summon 70HD of creatures with the fire subtype.

Possessions: Aside from the Ring of Solomon, The Sultan created two more powerful items.

Brass Blade: This sword appears as a falchion made of brass with rubies encrusted along the back of the blade. It functions as a +8 fiery blast, keen, speed, large falchion.

Crown of the Sultan: This crown is made of brass and encrusted with many rubies. This crown was created so that an Efreet would never strike him again. If they do, they instantly die unless they succeed on a Fortitude save DC63. If successful the crown immediately creates a barrier that provides The Sultan with DR 30/- against attacking Efreeti only. Efreeti slain by this crown cannot be raised unless The Sultan wills it so.

Ring of Solomon: Solomon created this ring to gain control over the Efreeti. Whenever Solomon raises his hand, to flash his ring, an Efreet must make a Will save DC 63 or bow before his presence. If unsuccessful, the Efreet becomes a permanent fanatic follower. If successful, the Efreet cannot be affected again until 24 hours have passed. The DC is Cha-based.

You approach Malcanthetís Razor Throne. She sits on her throne with a wicked grin. Behind the throne you see another fiendish being. Itís an incubus. Itís completely nude, except for the loin cloth, which barely covers his unmentionables. You look closer to see a large tattoo on its muscular, yet gaunt body. The tattoo starts from his left leg and ends on his chest. Upon closer inspection you see that itís a thorny rose. The petals on the rose are black and drip with blood. Whether this is a magical effect or real blood, you do not know. In its hand, it holds a razor-sharp glaive, with a bloody-red blade. This creature then steps in front of the Razor Throne in a battle stance, ready to defend his fiendish lover. This is Eníran, Consort of Malcanthet

(flavor coming)

Combat: Eníran usually uses his glaive to destroy his foes. If out numbered, heíll use his Foul Breath of Seduction ability to gain companions. If that doesnít work, heíll summon tanaríri, usually incubi.

Foul Breath of Seduction (Su): Eníran can spew forth a sweet aroma from his mouth. This has a radius of a 90 ft. cone. This ability functions as a charm person or charm monster spell (depending on subject) cast by a 52th level caster. Will save DC 50 negates effect. This DC is Cha based. For those that are successful, they are ďpunishedĒ as the sweet aroma becomes a foul acidic mist. The mist deals 15d8 points of acid damage, Reflex save DC 46 for half damage, and the creatures that breathe this mist are nauseated for 5 rounds, unless they succeed a Fortitude save DC 46. Both DCs are Con based.

Wisdom Damage (Su): Eníranís kiss is deadly. It deals 1d8 points of Wisdom damage. Fortitude save DC 50 halves damage. For those not willing to be kissed, Eníran make start a grapple, which provokes an attack of opportunity. The save DC is Cha based.

You see creeping towards you, a massive, glistening, black pile of ooze. Hundreds of skulls and bones circulate throughout its gelatinous body. In the center of its body rests a bright red light, which is the only source of light within its body. The monster carries with it, a powerful stench, which is toxic and nauseating.

Darkness Given Hunger is massive gelatinous demon created by Juiblex. Most believe Juiblex sire this monstrosity by mating with a succubus. This is not true. The truth is that Darkness Given Hunger was accidentally created by Juiblex. As Juiblex moves around he leaves behind slime. This slime usually dissipates immediately after disjoining Juiblexís body. Darkness Given Hunger is the one exception. It started out as a slime, but had animalistic intelligence. Immediately after being cast off of Juiblex, this slime began devouring the small fungi which dot Shedaklah. It immediately began to grow form the fungi it consumed, until eventually it began devouring demons. Juiblex took note of this abomination and declared himself its master. Darkness Given Hunger accepted this fact and became one of Juiblexís strongest and most loyal allies. To this day, Darkness Given Hunger continues to devour its surroundings and grow in size. It has even grown far larger than its creator, but still remains loyal to the Slime King.

Darkness Given Hunger ďstandsĒ 20 ft. at the ďshoulder and is 45 ft wide. It weighs 23 tons.

Combat: Darkness Given Hunger usually tries to engulf everything in sight. It makes good use of its Red Eye ability against ranged opponents. Though weak at casting spells, Darkness Given Hunger does have spell-like abilities, though it rarely uses them.

Amorphous (Ex): Bludgeoning weapons and impact damage deal no damage to Darkness Given Hunger. He is able to slip through spaces that otherwise could accommodate a creature no larger than Small because of his jelly-like substance.

Engulf (Ex): Darkness Given Hunger can engulf any Colossal or smaller creature he is grappling by making a successful grapple check. He can also automatically engulf helpless creatures. An engulfed creature takes constriction damage plus 10d6 acid damage each round and is considered to be grapple and trapped within his body. Additionally, an air-breathing creature must hold their breath or begin to drown. A creature can escape Darkness Given Hungerís body by succeeding on a grapple check with their own grapple check or Escape Artist check.
Darkness Given Hunger Darkness Given Hunger can engulf up to 1 Colossal creature, 2 Huge creatures, 4 Large creatures, 16 Medium creatures, 64 Small creatures, 216 Small creatures, or an unlimited number of Diminutive creatures.

Improved Grab (Ex): Whenever Darkness Given Hunger makes a successful slam attack, he can attempt a grapple check. If successful, he establishes a hold and can constrict or engulf.

Maddening Skull Chatter (Ex): Skulls of countless creatures, circulate throughout Darkness Given Hungerís body. They constantly chatter causing creatures to go insane. Any creature within 60 ft of Darkness Given Hunger must succeed a Will save DC 47 or be under the effects of an insanity spell for 3 minutes or for as long as they stay within range. DC is Con-based.

Ravaged Form (Many Mouths): Darkness Given Hunger contains many mouths within its gelatinous body. His mouths constantly shift around his body like his eyes. Thus, when making a single bite attack he must roll 1d4 to determine how many bites hit their mark. When making a full attack with a bite, he must roll 2d4 to determine how many bites hit their mark.

Red Eye (Su): Darkness Given Hunger is no longer blind. Juiblex has instilled a red eye of a powerful balor it once devoured into Darkness Given Hunger. With this red eye, Darkness Given Hunger can as a standard action launch forth a 120 ft line of black and red lightning bolts. The bolts deal 14d10 points of unholy damage. Reflex save DC 47 halves damage. Those hit by the terrible bolts must also succeed a Fortitude save DC 47 or be stunned for 1d8 + 2 rounds. DC is Con-based.

Stench (Ex): Darkness Given Hunger constantly exudes a foul smell of toxic slime. Any creature within 30 ft of Darkness Given Hunger must succeed a Fortitude save DC 47 or become nauseated for3d6 + 2 rounds. Creatures who save successfully still take a Ė4 penalty to attack rolls but is immune to Darkness Given Hungerís stench for the next 24 hours. A delay poison or neutralize poison spell of at least 40th level can remove this effect.

Some pretty cool monsters there Ragnarok, but I notice that you make quite a few references to PI. Names like Darkness Given Hunger, Malcanthet, Imix, Zaaman-Rul, Abysm, and others are all property of WotC.

I notice that most of these are unique individuals, also. I think we're supposed to be designing generic epic monsters (though unique examples of such are probably okay).

Is there a limit to the number of entries a person can have? And no, I probably won't have more than 1-2, but I'm just curious since it appears that others have created numerous epic monsters previously.